Brink to be Shown at Eurogamer Expo in Leeds and London


(Rahdo) #41

[QUOTE=chr1s;200516]Just read through Zhou’s stuff:
Shadows weren’t all that in my opinion, was hell of a lot of flickering on weapons and players for example that was rather distracting.[/QUOTE]
Yeah, shadows are hard tech, I’ll admit. I would say where we’re at right now is comparable to 95% of the games out there, and we are working on making them betta :slight_smile:

The cutscenes were an interesting experiment. One month before the E3 demo, we had NOTHING at all, and in that time, we had to get storyboards made, actors hired, a mocap studio booked, a session done, all the animation and audio cleaned up, and all the data in game, which was impressive because we had no code to support ingame cutscenes at the start. So they’re a minor miracle that with almost zero prep work, we got it all done at all :slight_smile: I know, it sounds like an excuse, but we’re pretty happy with the end results, considering.

However, I’ll definitely go on record right now as saying that Brink isn’t all about award winning narrative that will change the state of game cutscenes forever. We have a narrative thread throughout the game, there are characters who represent the two factions, the socio/political problems of the Ark will be explored, but we’re not going to be the second coming of storytelling in a shooter. We’re much more worried about our gameplay being fun than our cutscenes competing with Final Fantasy or something like that.

But they will be nice and interesting, I think. But don’t expect them to make you cry or something… :slight_smile:

Hehe, fair point, and very observant, I might add. But not to worry. The reason it looked like that is because when we were setting this demo up for E3, we knew we had to give a dozen presentations a day, so we wanted to get as much action into a very short time window as possible. So the demo of action in CCity that you watched had the spawn wave timer set to zero, and the spawn locations artificially moved much closer to the front line, so we could show off more action in the limited time we had. Normally, CCity plays out twice as long as what you saw, because of course a big part of the tactics of ET are about routing the enemy and taking advantage of the downtime while they respawn. But to have all that ebb and flow in the demo means we would have been able to show even less of the level.

So that, combined with Pauls uber grenade launcher (mentioned in a previous reply) combines to make it look like there’s a problem that really doesn’t exist. Don’t worry, spawn areas are very well fortified, and we’re working hard to make sure that spawn camping is not a problem in the shipping game.

this thread is becoming a ‘making of the demo’ feature! :slight_smile:

Yeah, there’s a bunch of little glitches like that in the demo. As you can imagine, over the last 6 months, things have been cleaned up quite a bit. But that’s the danger of showing so early…

Sorry to hear that. Hopefully this helped put some of what you saw into context (not making excuses, just explanations). Of course, the game is looking better all the time internally… :smiley:


(Zhou Yu) #42

[QUOTE=chr1s;200516]
Shadows weren’t all that in my opinion, was hell of a lot of flickering on weapons and players for example that was rather distracting.

I can’t say I felt the same level of cinematics, the cutscenes were nothing special and the voice acting was pretty naff/cheesy.[/QUOTE]

I didn’t quite mean the shadows as much as the wide contrast between light and dark areas in the airport, which I felt was pretty interesting.

As for cinematics I didn’t quite mean the ingame cutscenes so much as the general level of “cinematicism” in the game, with well used effects and good visual/audio feedback.


(tokamak) #43

That comment goes both ways.

But yeah, COD and Crysis can have the awesome in-game cinematics. No use trying to top those.


(.Chris.) #44

Yeah thanks for pointing all that out, you’ll have to excuse me for coming across as a grumpy old git in my post you replied to, its just how I tell it as it is rather than sugar coat everything :slight_smile:

My last last comment could have done with better choice of words, I think the game as bags of potential from what I’ve read and seen so far just that the demo shown was bit off for me but now you explained it a bit it’s not much of a problem.

I just await more information on mapping tools now!


(Mustang) #45

I’m sure I heard Rahdo saying in an interview that we will be getting access to the latest upgraded EditWorld as usual
So I don’t see there being a problem for custom maps etc.

Not heard anything regarding the other features of an SDK though


(RoryGreen) #46

Any gameplay footage coming? Please :slight_smile:
I’m on holiday right now and I couldn’t get to the show :frowning: